using System;
using Server;
using Server.Mobiles;
using Server.Targeting;
using Server.Items;

namespace Server.Engines.Craft
{
    public class Repair
    {
        public Repair()
        {
        }

        public static void Do(Mobile from, CraftSystem craftSystem, BaseTool tool)
        {
            from.Target = new InternalTarget(craftSystem, tool);
            from.SendLocalizedMessage(1044276); // Target an item to repair.
        }

        public static void Do(Mobile from, CraftSystem craftSystem, RepairDeed deed)
        {
            from.Target = new InternalTarget(craftSystem, deed);
            from.SendLocalizedMessage(1044276); // Target an item to repair.
        }

        private class InternalTarget : Target
        {
            private CraftSystem m_CraftSystem;
            private BaseTool m_Tool;
            private RepairDeed m_Deed;

            public InternalTarget(CraftSystem craftSystem, BaseTool tool)
                : base(2, false, TargetFlags.None)
            {
                m_CraftSystem = craftSystem;
                m_Tool = tool;
            }

            public InternalTarget(CraftSystem craftSystem, RepairDeed deed)
                : base(2, false, TargetFlags.None)
            {
                m_CraftSystem = craftSystem;
                m_Deed = deed;
            }

            private static void EndGolemRepair(object state)
            {
                ((Mobile)state).EndAction(typeof(Golem));
            }

            private int GetWeakenChance(Mobile mob, SkillName skill, int curHits, int maxHits)
            {
                // 40% - (1% per hp lost) - (1% per 10 craft skill)
                return (40 + (maxHits - curHits)) - (int)(((m_Deed != null) ? m_Deed.SkillLevel : mob.Skills[skill].Value) / 10);
            }

            private bool CheckWeaken(Mobile mob, SkillName skill, int curHits, int maxHits)
            {
                return (GetWeakenChance(mob, skill, curHits, maxHits) > Utility.Random(100));
            }

            private int GetRepairDifficulty(int curHits, int maxHits)
            {
                return (((maxHits - curHits) * 1250) / Math.Max(maxHits, 1)) - 250;
            }

            private bool CheckRepairDifficulty(Mobile mob, SkillName skill, int curHits, int maxHits)
            {
                double difficulty = GetRepairDifficulty(curHits, maxHits) * 0.1;


                if (m_Deed != null)
                {
                    double value = m_Deed.SkillLevel;
                    double minSkill = difficulty - 25.0;
                    double maxSkill = difficulty + 25;

                    if (value < minSkill)
                        return false; // Too difficult
                    else if (value >= maxSkill)
                        return true; // No challenge

                    double chance = (value - minSkill) / (maxSkill - minSkill);

                    return (chance >= Utility.RandomDouble());
                }
                else
                {
                    return mob.CheckSkill(skill, difficulty - 25.0, difficulty + 25.0);
                }
            }

            private bool CheckDeed(Mobile from)
            {
                if (m_Deed != null)
                {
                    return m_Deed.Check(from);
                }

                return true;
            }

            private bool IsSpecialClothing(BaseClothing clothing)
            {
                // Armor repairable but not craftable

                if (m_CraftSystem is DefTailoring)
                {
                    return (clothing is BearMask)
                        || (clothing is DeerMask);
                }

                return false;
            }

            private bool IsSpecialWeapon(BaseWeapon weapon)
            {
                // Weapons repairable but not craftable

                if (m_CraftSystem is DefCarpentry)
                {
                    return (weapon is Club)
                        || (weapon is BlackStaff)
                        || (weapon is MagicWand);
                }
                else if (m_CraftSystem is DefBlacksmithy)
                {
                    return (weapon is Pitchfork)
						|| (weapon is Cleaver)
                        || (weapon is Hatchet)
                        || (weapon is Pickaxe)
                        || (weapon is ButcherKnife)
                        || (weapon is SkinningKnife);
                }

                return false;
            }

            protected override void OnTarget(Mobile from, object targeted)
            {
                int number = 0;

                if (!CheckDeed(from))
                    return;


                bool usingDeed = (m_Deed != null);
                bool toDelete = false;

                //TODO: Make a IRepairable

				//if (m_CraftSystem is DefTinkering && targeted is Golem)
				//{
				//    Golem g = (Golem)targeted;
				//    int damage = g.HitsMax - g.Hits;

				//    if (g.IsDeadBondedPet)
				//    {
				//        number = 500426; // You can't repair that.
				//    }
				//    else if (damage <= 0)
				//    {
				//        number = 500423; // That is already in full repair.
				//    }
				//    else
				//    {
				//        double skillValue = (usingDeed) ? m_Deed.SkillLevel : from.Skills[SkillName.Jewelry].Value;

				//        if (skillValue < 60.0)
				//        {
				//            number = 1044153; // You don't have the required skills to attempt this item.	//TODO: How does OSI handle this with deeds with golems?
				//        }
				//        else if (!from.CanBeginAction(typeof(Golem)))
				//        {
				//            number = 501789; // You must wait before trying again.
				//        }
				//        else
				//        {
				//            if (damage > (int)(skillValue * 0.3))
				//                damage = (int)(skillValue * 0.3);

				//            damage += 30;

				//            if (!from.CheckSkill(SkillName.Jewelry, 0.0, 100.0))
				//                damage /= 2;

				//            Container pack = from.Backpack;

				//            if (pack != null)
				//            {
				//                int v = pack.ConsumeUpTo(typeof(IronIngot), (damage + 4) / 5);

				//                if (v > 0)
				//                {
				//                    g.Hits += v * 5;

				//                    number = 1044279; // You repair the item.
				//                    toDelete = true;

				//                    from.BeginAction(typeof(Golem));
				//                    Timer.DelayCall(TimeSpan.FromSeconds(12.0), new TimerStateCallback(EndGolemRepair), from);
				//                }
				//                else
				//                {
				//                    number = 1044037; // You do not have sufficient metal to make that.
				//                }
				//            }
				//            else
				//            {
				//                number = 1044037; // You do not have sufficient metal to make that.
				//            }
				//        }
				//    }
				//}
				//else
				if (targeted is BaseWeapon)
                {
                    BaseWeapon weapon = (BaseWeapon)targeted;
                    SkillName skill = m_CraftSystem.MainSkill;
                    //int toWeaken = 0;

                    //if (Core.AOS)
                    //{
                    //    toWeaken = 1;
                    //}
                    //else if (skill != SkillName.Tailoring)
                    //{
                    //    double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base;

                    //    if (skillLevel >= 90.0)
                    //        toWeaken = 1;
                    //    else if (skillLevel >= 70.0)
                    //        toWeaken = 2;
                    //    else
                    //        toWeaken = 3;
                    //}

                    if (m_CraftSystem.CraftItems.SearchForSubclass(weapon.GetType()) == null && !IsSpecialWeapon(weapon))
                    {
                        number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
                    }
                    else if (!weapon.IsChildOf(from.Backpack))
                    {
                        number = 1044275; // The item must be in your backpack to repair it.
                    }
                    //else if ( weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints )
                    //{
                    //    number = 1044281; // That item is in full repair
                    //}
                    //else if ( weapon.MaxHitPoints <= toWeaken )
                    //{
                    //    number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
                    //}
                    //else
                    //{
                    //    if ( CheckWeaken( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) )
                    //    {
                    //        weapon.MaxHitPoints -= toWeaken;
                    //        weapon.HitPoints = Math.Max( 0, weapon.HitPoints - toWeaken );
                    //    }

                    //    if ( CheckRepairDifficulty( from, skill, weapon.HitPoints, weapon.MaxHitPoints ) )
                    //    {
                    //        number = 1044279; // You repair the item.
                    //        m_CraftSystem.PlayCraftEffect( from );
                    //        weapon.HitPoints = weapon.MaxHitPoints;
                    //    }
                    //    else
                    //    {
                    //        number = (usingDeed)? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
                    //        m_CraftSystem.PlayCraftEffect( from );
                    //    }

                    //    toDelete = true;
                    //}
                }
                else if (targeted is BaseArmor)
                {
                    BaseArmor armor = (BaseArmor)targeted;
                    SkillName skill = m_CraftSystem.MainSkill;
                    int toWeaken = 0;

                    if (Core.AOS)
                    {
                        toWeaken = 1;
                    }
                    else if (skill != SkillName.Tailoring)
                    {
                        double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base;

                        if (skillLevel >= 90.0)
                            toWeaken = 1;
                        else if (skillLevel >= 70.0)
                            toWeaken = 2;
                        else
                            toWeaken = 3;
                    }

                    if (m_CraftSystem.CraftItems.SearchForSubclass(armor.GetType()) == null)
                    {
                        number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
                    }
                    else if (!armor.IsChildOf(from.Backpack))
                    {
                        number = 1044275; // The item must be in your backpack to repair it.
                    }
                    //else if (armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints)
                    //{
                    //    number = 1044281; // That item is in full repair
                    //}
                    //else if (armor.MaxHitPoints <= toWeaken)
                    //{
                    //    number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
                    //}
                    //else
                    //{
                    //    if (CheckWeaken(from, skill, armor.HitPoints, armor.MaxHitPoints))
                    //    {
                    //        armor.MaxHitPoints -= toWeaken;
                    //        armor.HitPoints = Math.Max(0, armor.HitPoints - toWeaken);
                    //    }

                    //    if (CheckRepairDifficulty(from, skill, armor.HitPoints, armor.MaxHitPoints))
                    //    {
                    //        number = 1044279; // You repair the item.
                    //        m_CraftSystem.PlayCraftEffect(from);
                    //        armor.HitPoints = armor.MaxHitPoints;
                    //    }
                    //    else
                    //    {
                    //        number = (usingDeed) ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
                    //        m_CraftSystem.PlayCraftEffect(from);
                    //    }

                    //    toDelete = true;
                    //}
                }
                else if (targeted is BaseClothing)
                {
                    BaseClothing clothing = (BaseClothing)targeted;
                    SkillName skill = m_CraftSystem.MainSkill;
                    int toWeaken = 0;

                    if (Core.AOS)
                    {
                        toWeaken = 1;
                    }
                    else if (skill != SkillName.Tailoring)
                    {
                        double skillLevel = (usingDeed) ? m_Deed.SkillLevel : from.Skills[skill].Base;

                        if (skillLevel >= 90.0)
                            toWeaken = 1;
                        else if (skillLevel >= 70.0)
                            toWeaken = 2;
                        else
                            toWeaken = 3;
                    }

                    if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null && !IsSpecialClothing(clothing) && !((targeted is TribalMask) || (targeted is HornedTribalMask)))
                    {
                        number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
                    }
                    else if (!clothing.IsChildOf(from.Backpack))
                    {
                        number = 1044275; // The item must be in your backpack to repair it.
                    }
                    else if (clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints)
                    {
                        number = 1044281; // That item is in full repair
                    }
                    else if (clothing.MaxHitPoints <= toWeaken)
                    {
                        number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
                    }
                    else
                    {
                        if (CheckWeaken(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
                        {
                            clothing.MaxHitPoints -= toWeaken;
                            clothing.HitPoints = Math.Max(0, clothing.HitPoints - toWeaken);
                        }

                        if (CheckRepairDifficulty(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
                        {
                            number = 1044279; // You repair the item.
                            m_CraftSystem.PlayCraftEffect(from);
                            clothing.HitPoints = clothing.MaxHitPoints;
                        }
                        else
                        {
                            number = (usingDeed) ? 1061137 : 1044280; // You fail to repair the item. [And the contract is destroyed]
                            m_CraftSystem.PlayCraftEffect(from);
                        }

                        toDelete = true;
                    }
                }
                else if (!usingDeed && targeted is BlankScroll)
                {
                    SkillName skill = m_CraftSystem.MainSkill;

                    if (from.Skills[skill].Value >= 50.0)
                    {
                        ((BlankScroll)targeted).Consume(1);
                        RepairDeed deed = new RepairDeed(RepairDeed.GetTypeFor(m_CraftSystem), from.Skills[skill].Value, from);
                        from.AddToBackpack(deed);

                        number = 500442; // You create the item and put it in your backpack.
                    }
                    else
                        number = 1047005; // You must be at least apprentice level to create a repair service contract.
                }
                else if (targeted is Item)
                {
                    number = (usingDeed) ? 1061136 : 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
                }
                else
                {
                    number = 500426; // You can't repair that.
                }

                if (!usingDeed)
                {
                    CraftContext context = m_CraftSystem.GetContext(from);
                    from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, number));
                }
                else if (toDelete)
                {
                    m_Deed.Delete();
                }
            }
        }
    }
}